Orange triangle rendered by the first pixel sample
Render / 01

First pixel

A bufferless triangle through the portable render path.

Four-color texture rendered by the texture path sample
Binding / 02

Texture path

Transfer, texture, sampler, reflection, and bind-group lowering.

Gradient triangle rendered by the compute handoff sample
Compute / 03

Compute handoff

Per-dispatch constants animate a compute-generated vertex stream.

Indexed cube and depth preview
Render / 04

Indexed depth

Indexed depth, occlusion, barriers, and sampled-depth visualization.

Eight colored triangle instances
Render / 05

Instancing

Instance-rate vertices and reflected dynamic uniform offsets.

Compute-generated storage texture gradient
Compute / 07

Storage texture

Compute writes typed RGBA8 pixels; render samples them directly.

Green triangle rendered with push constants
Render / 08

Push constants

Per-draw constants with native lowering and WebGPU dynamic slices.

Antialiased gradient triangle
Render / 09

MSAA resolve

Four-sample rasterization resolved directly into the swapchain.

Red and blue circles composited from multiple render targets
Render / 10

MRT blend

Two color targets use independent alpha and additive blending.

Dark comparison shadow over an orange background
Binding / 11

Comparison shadow

Depth comparison sampling and filtered shadow visibility.

Orange and blue checker patterns sampled from two texture-array layers
Binding / 12

Texture array

One reflected 2D-array view selects two independently uploaded layers.

Cubemap panorama beside a sampled 3D color volume
Binding / 13

Texture shapes

Cubemap faces and a 3D volume share one reflected bind group.

Four checker textures selected from fixed descriptor arrays
Binding / 14

Descriptor arrays

Four textures and samplers flatten into deterministic WebGPU binding ranges.